I want to scatter multiple objects inside the view frustum of the active camera. In theory it is easy:

  1. Generate a random 3D Vector with values in [0..1]
  2. Read the projection and camera matrices of the camera
  3. Invert them and multiply them with the vector from step 1
  4. Set the objects position to the result

But in praxis this just seems impossible. Reading the transform matrices is a challenge in itself, but with some adjustments an answer from an older question regarding the projection matrix seems to work.

camera_to_world = camera.matrix_world
view_to_camera = camera.calc_matrix_camera(
    x = bpy.context.scene.render.resolution_x,
    y = bpy.context.scene.render.resolution_y,
    scale_x = bpy.context.scene.render.pixel_aspect_x,
    scale_y = bpy.context.scene.render.pixel_aspect_y)

Transforming the point should be straightforward, assuming the order is correct. The "camera_to_world" we read is already the right direction, saving us one inverse.

point_camera = np.append(point_view,1) @ projection_matrix.inverted()
point_world = point_camera @ modelview_matrix
obj.location = point_world 

However, the end result does not look pretty: The scattered points, outside of the frustum and weirdly aligned What am i missing here? There are 31 other ways to combine the matrices, vectors and inverse, but i don't think that the issue lies there.


1 Answer 1


The order of operations was right, but i was missing a normalization step after applying the inverse projection matrix - the point (now in camera space) has to be divided by its w component. The right way of transforming a point from screen coordinates (render, not viewport) to world coordinates is as follows:

    #get inverse projection matrices
    inverse_camera_matrix = camera.matrix_world
    projection_matrix = camera.calc_matrix_camera(
        x = bpy.context.scene.render.resolution_x,
        y = bpy.context.scene.render.resolution_y)
    inverse_projection_matrix = projection_matrix.inverted()
    #project from view to camera space
    point_camera = inverse_projection_matrix @ point_view
    point_camera.x /= point_camera.w
    point_camera.y /= point_camera.w
    point_camera.z /= point_camera.w
    point_camera.w = 1
    #project from camera to world space
    point_world = inverse_camera_matrix @ point_camera

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